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The Gunner

Official newsletter of the St Enda's Wargames Club.

Volume 2, Number 1, 2002

Contents

Past Issues
New Rules - Napoleonic Rules by Scott Sutherland
The Advantages of the Variable Length Bound
Good Shot! Regular Checkers Column
The Art of Coarse Wargaming Chapter Two

New Rules

In this issue we bring you Command, Control & Communication, a set of Napoleonic rules by Scott Sutrherland. Scott's rules employ the Variable Length Bound, the subject of this issue's article.

We are proud to have been allowed to publish the rules on this site. As often as we can we would like to feature original rule sets.



Good Shot!

A Regular Column for the latest games, openings, and shots to improve your game of draughts.

The Fool's Mate

Named after the famous chess trap, which often catches out beginners...

The opening is the Kelso:

10-15, 23-19, 6-10, 22-17, 11-16?

And then White wins 2 pieces:

17-13, 16-23, 13-6, 2-9, 27-2

White wins


The Art of Coarse Wargaming

In his regular column, the Editor looks at the coarse side of wargaming

Chapter Two

Wargamers, proper ones anyway, have boxes of neatly painted figures, based securely, with attractive terrain pieces, a full set of die, and rule books which look as if they have been opened a few times. The exact opposite is true of the coarse wargamer. Have you ever seen a tabletop covered in metal figures, the flash still adorning a figure here or there, mounted on unpainted cardboard bases? Look up from the table and gaze into the eyes of the owner of that army. You are looking at a coarse wargamer.

Real wargamers spend many, many anti-social hours painting away to achieve the results they do. The coarse wargamer, if he does have a fully-painted army, almost certainly paid hard cash for it. Not very much, but cash nonetheless, probably taken from a sudden windfall like a birthday cheque or a student grant. Hell, the money would never have gone on books anyway!

A coarse wargamer's terrain pieces, if he has any, are made of bits of cloth taken from his mom's sewing box. The checked fabric makes a nice field, don't you think?! And that floral monstrosity is a forest, of course. And his camp? Er, that's an old MacDonald's carton sticky-taped together with a bit of purple poster paint - well he'd run out of brown, hadn't he. Oh! a Roman fort?

The coarse wargamer's dice? Well he usually has a fair collection. After all, he can't decide whether to have the quarter-pounder or the chicken burger without rolling a die! But, and here's where the coarse wargamer's genius comes out .... There's something about those dice, something you can't put your finger on .... Are they loaded? Probably not, I mean that would take some effort, but there's something about the way he rolls them, the way he keeps rolling a six just when he needs it, and the strange incantations just before he rolls the die, the pentacles drawn on his T-shirts, and the feint aroma of sulphur ....

You see, when all is said and done, the whole thing about a coarse wargamer is that he has taken a game, essentially requiring skill, and has made an art out of riding his luck. While other gamers deploy with half an eye towards the strengths and weaknesses of their, and their opponent's armies, your coarse gamer simply lines up his army, marches forward and then trusts that he will roll a six eight times out of ten. Does it work? Well, we may never know, because, if you remember chapter one, the coarse wargamer also makes an art out of not playing the game!

Don't get me wrong, I'm not saying this approach is wrong - hey, it takes all types. In fact, I even secretly admire his panache. The annals of real warfare are filled with the similar application of blind faith over brains. Deep in his soul the coarse wargamer realises better than anyone that the real spirit of our sport is inspired by a god of folly. All war is folly, and who may contradict the coarse wargamer, and his glorious attempts to rise above the mediocrity of merit and connect with the wellspring of Fate that so often ellevates idiots into positions of fame and fortune. One glorious lucky break is worth a hundred meticulously planned victories.

It was Napoleon, was it not, who claimed that a good general was a lucky general? Who are we to disagree?




The Advantages of the Variable Length Bound

by Dorian Love

A typical wargame employs a system of alternate bounds. In each bound one player moves and resolves any resultant combat. The bound then passes to his opponent, and so on until victory falls as it may. Each bound is deemed to last a certain period of time, and to constitute a certain movement distance. Yet the scales here are always fiddled so that reasonable table-top engagements can be accomodated.

A typical wargame is also bedevilled with allegations of slow play, and games which end on time constraints just as the troops get into some serious contact with each other. Clearly something is wrong with the rules. One answer to these problems has been the variable bound system, often called the variable length bound. Players in the Gauteng may have come across this concept when playing Scott Sutherland's Napoleonic rules, published in this edition, or my own English Civil War rules. It was Scott who introduced me to the system, showing me some commercial ACW rules, the name of which escapes me.

The idea originated with George Jeffrey in the 1980's. But perhaps one can see in the history of wargaming two distinct threads, the one deriving from HG Well's "Little Wars", and the other from the Prussian military kriegspiele. The Variable Length Bound flows naturally from the methgods of the kriegspiel. If you have not heard about the variable bound, here is a short synopsis.

Bounds are not fixed to any time or distance scale, but are ... well ... variable. Play moves from one circumstance to another, called by Jeffrey a "Change of Circumstance" or COS. Each change of circumstance is defined by a moment at which any change in orders or execution of orders becomes possible or probable. In a fixed bound game players re-interpret their orders as they move, being able to see their opponent's strategy as it evolves. In the variable bound things work out differently. Perhaps the best way to describe it is to use an example.

Army A needs to clear a low ridge of enemy forces before launching a general assualt along the front. A unit is therefore ordered to assault the ridge at 9am. Only once the ridge is cleared will the general assault be ordered. Army B, however has ordered a cavalry unit to take a bridge on the other flank. Army B's orders are to hold the ridge, which flanks the enemy line and lead an assualt on that flank as soon as the bridge has been taken, and the road to the capital secured. Instead of going through bound after bound in which the lines are stationary except for two units moving like crazy towards their objectives, A quick calculation is done as to which action would come within change of circumstance first. Army B's cavalry would reach the bridge first (within twenty minutes) to combat a detachment of dragoons holding the crossing. However, the assault on the ridge would come within line of sight distance within ten minutes, enabling the defenders to change orders, or seek orders to be changed. Since they are ordered to defend the ridge, no such change would be made, and the action would be brought up to the combat at the bridge. All units would move twenty minute move distances, and the combat resolved. Combat can also be set to resolve only after a certain period, during which the outcome is uncertain, and no unit may act on it. The cavalry therefore fights the dragoons, and the combat result is a thirty minute enagement after which the dragoons will withdraw. No unit may act on this information until the thirty minutes has elapsed, and the dragoons would be visibly retreating.

The advantages of the variable bound are not only in speed of play - combat begins as soon as orders have been declared. Players are forced to follow their orders as no order change can occur before a change of circumstance. This allows for much greater realism, and forces players to think in terms of objectives. There are some disadvantages, however. The time-keeping can get a little hairy, and take some getting used to, but by placing little discs of paper behind each action indicating the time at which the action is resolved, and by moving all inactive units up to the same time on a regular basis, much confusion can be resolved.

Changing orders is not easy, as order changes take time to resolve, with orders having to move through a chain of command in all the Variable Bound rule sets I have seen. The variable bound itself requires orders to be explicit because action moves from one resolution of orders to another, not from one movement to another. For a regiment to be ordered to do anything, the corps commander, brigade commander and regimental commander have to be prompted in that order, with time delays at every level. Good initial plans are thus rewarded, and it is often better to stick to something rather than try to change an army's direction once in motion. This makes for a game with a different set of priorities, and a different feel altogether. Units can react to changing situations, so long as it is within the ambit of their orders.

Within a three hour wargame, most of the action can be resolved, and whole wings are often in flight, or bogged down in lengthy fire-fights, making ending a battle and adjudicating a result much easier. Realistically the variable bound could be used for tournament play as easily as a fixed bound system, with more action possible within a time limit. Battles also feel more realsitic in that there is very little fiddling about with minute element movements in order to win an engagement. Orders win engagements, which gives a greater sense of gratification. You simply love it when a plan comes together. Players are forced to keep reserves to deal with the inevitable collapse, or to exploit a weakness at a critical point. Generals should be close to the reserve to be able to rapidly enact the order at the crucial time. Surely this is a much better test of a player's generalship than the incey-wincey base movements that pass for it in most rules?

I am indebted to Scott Sutherland for his tireless work in promoting the variable bound idea in South Africa. All my experience with the idea comes from our Napoleonic games.



Editorial Note

The Gunner is still inventing itself, but already one thing has become clear - the humble editor had far too much to do with the first issue, and needs help. This e-zine aims to publish original research and articles both by students at the school, and by a wider readership. We aim for a mix of club news, profiles and gossip, and a more serious look at all aspects of wargaming.

St Enda's is an inner-city school, in the middle of Joubert Park, one of the roughest areas in town. The principal has been shot, teachers and students mugged, and seldom a day goes by without the sound of gunshots in the street. And yet we are a failry well-resourced school. The Trust has ensured that the school's finances are on an excellent footing, and we have science and biology labs, a technology lab, and two computer rooms, each with 30+ pentium computers. The governing body is able to employ extra teachers to keep class sizes relatively low, and the ethos of the school is one of pursuing excellence. For many years our pass rate has been in the high 90%, reaching 100% on many occassions. This is very rare in our position.

However, we have no sports grounds, and so extra-murals like wargames assume great importance in rounding out the education of our student body.

In this light I hope that wargaming at St Enda's will really make a difference, will open doors for students, give them a mental discipline and open their eyes to world history and the full breadth of human experience embodied in military history and simulation. I know that amongst the wider readership of this e-zine, will be those who can contribute articles which will help our students develop as gamers, and as human beings. In this issue, Scott Sutherland has allowed us to publish his Variable Length Bound Napoleonic rules. I hope that many students will be inspired to start wargaming in this period, and have their eyes opened to the kriegspiel type system used here.

Dorian Love



The Gunner is published by the St Enda's Wargames Club. The views expressed in this newsletter do not purport to be those of the Editor, St Enda's wargames Club, St Enda's Secondary School, or any body to which the club is affiliated.